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29
Apr

You should be keeping tabs on The Sims 3, if only because it’ll be cluttering up the PC sales charts for the next five years once it’s released this June.

These new screens are meant to showcase a couple of things. One, that if you leave them alone, the Sims will still head out and do the stuff they love, like visiting museums, or the pool. The other, that you can make vampires in the game.





29
Apr

Xbox Live Arcade and PlayStation Network lend themselves to quick, pretty games with multiplayer – and that’s exactly what Star Trek D-A-C aims to be.

Rather than licensing a full-blown movie tie-in game for Star Trek’s upcoming “reboot” film, publisher Paramount is pushing for a decent game with a smaller scope. Pretty much the only thing D-A-C the game has to do with the movie is music from the film’s original score. Other than that, everything is pure top-down shooter tradition and familiar Star Trek franchise naming conventions.

What Is It?
Star Trek D-A-C is a top down space shooter made up of various online multiplayer modes that can be played alternately offline with AI. Players choose either the Star Fleet faction or the Romulan Empire faction and then pick one of three types of starship to control. The various game modes allow for up to six players per faction with AI-controlled units to flesh out the ranks. The different modes are team deathmatch, conquest and assault and each have a versus, co-op or solo variants. It’s coming out for XBLA, PSN and later on for PC.

What We Saw
I sat in a room in the Westin St. Francis hotel for about 20 minutes, watching Producer Tarik Soliman play through quickmatch rounds of deathmatch and conquest against the AI on the XBLA version. Then I took a turn with assault mode for about 25 minutes before I lost and had to pass the controller to the next journalist.

How Far Along Is It?
The build looked pretty final. D-A-C will come out “around the same time” as the movie, Soliman, so start looking for it on XBLA and PSN the week of May 8.

What Needs Improvement?
Tutorial – What Tutorial?: Perhaps this is something Soliman skipped in during the demo in his rush to show off the game, but I didn’t see a tutorial mode or any real expository text telling you how to play the game. Not that D-A-C is complicated – but in a game so focused on multiplayer, it might be nice to keep the learning curve shallow with a decent tutorial so you don’t spend the first half our of your D-A-C experience getting slaughtered online.

Can’t Control The AI: Soliman said the developer felt it would be too hectic in solo mode to give the lone human player control over all of the friendly AI units. Normally, I’d be okay with leaving the battle plans up to the AI – it’s a computer, so it should be smarter than me, right? – but I found that the AI units on my team weren’t team players… at least not where I was concerned. I had to tap Y to go into the map view just to find them whenever I respawned and unless I guessed what their tactic was, I couldn’t really participate in whatever plan they’d cooked up. Solo feels particularly lonely when even the AI ditches you.

Limited Scope: Because this game relies on multiplayer (and is better played with more human than AI players), it’s pretty limited for long term playability. Soliman said there would potentially be DLC for the title; but unless they add a compelling story-based singleplayer mode or some hot, new multiplayer mode, D-A-C might lose its appeal overtime instead of gaining a steady following – like a stick of gum losing its flavor instead of a fine wine aging.

What Should Stay The Same?
Sheild/Boost System: Your primary controls in the game are shoot and boost – pull the trigger for the former and press X for the latter. Both eat up an energy meter displayed at the bottom of the screen which regenerates slowly overtime or gets replenished through white orb pickups you can find on the map or score from blown-up enemy units. This, combined with a shield that also requires time to regenerate if it gets shot up, adds a nice layer of strategy to the gameplay that sets D-A-C.

Escape Pod Deaths: In D-A-C, you take damage from other ships shooting at you, enemy mines or enemy turrets (not from crashing into stuff). When your shield are gone, your ship can either take a few more hits before it explodes, or you can eject an escape pod. The escape pod can’t shoot and has no shield to defend itself, but if you can steer it away from danger ‘til a timer runs out, the game rewards you with a quicker respawn time and by letting you keep a higher percentage of items you picked up before you got shot down.

Different Things Actually Feel Different: Three game modes and three ship classes doesn’t sound like a lot in the way of gameplay, but each mode and each ship feels different enough to create a sense of depth. The ship classes work like rock-paper-scissors: speedy fighters can’t last long against bombs, the slow flagships pack a wallop and take forever to get anywhere, while the bombers can’t last long against a barrage of lasers. The strategies you develop around the different fighters then adapt depending on which mode you play: for conquest, you’re better off with a bomber-flagship mix – but for assault mode (which sounds similar to conquest because it’s about capturing points on the map), you need to switch it up between bombers and fighters depending on how far through the map you’ve progressed.

It’s Fun: I didn’t even notice 25 minutes had passed during my assault match. I must’ve died at least half a dozen times, but rather than being frustrated, I was always eager to get back to the game.

Final Thoughts
Only one thing bugs me about D-A-C: nobody will tell me what the acronym stands for. My best guess is that it stands for Deathmatch-Assault-Conquest, but Soliman was hinting at movie spoilers or something. Whatever; I had fun playing it, so what difference does the acronym make? They could have called it Obligatory Star Trek Tie-In and it’d still be a fun game to play.

If you’re not convinced, just sit tight for the demo that’s due out the same day as the game; it’ll include multiplayer (because it kind of has to) and give you a good idea of what you’ll be getting for $10. All in all, for me D-A-C sounds like it’s exactly what an XBLA/PSN game should be: quick and pretty with a healthy shot of multiplayer.





29
Apr

Just moments after the reveal of Tekken 6 for the PlayStation Portable comes word of another Namco Bandai fighter getting the on-the-go treatment. Soulcalibur: Broken Destiny has been announced for a PSP release this summer.

GameSpot has first details on the 3D weapons-based fighter, which may look like a port of Soulcalibur IV because of its feature set and cast of characters, but Namco Bandai’s Project Soul development team swears it’s not.

Soulcalibur: Broken Destiny will feature the return of Taki, Mitsurugi, Tira, Astaroth, Ivy, Cassandra, Voldo, Siegfried, and Hilde, at the very least, plus introduce a new fighter, the wrist-blade equipped, amazingly mustachioed Dampierre.

Like the PSP port of Tekken 6, expect heavy character customization and ad hoc wireless play. For more details, check out GameSpot’s preview of the latest Soulcalibur.

Soulcalibur forges Broken Destiny on PSP [GameSpot - thanks again, Crimson!]





29
Apr

Intergalactic role-playing adventure is coming to the iPhone and iPod Touch with Mass Effect: Jacob’s Story, a two-hour “animated presentation” with top-down arcade-style space combat that serves as a prequel of sorts to Mass Effect 2.

The iPhone version of Mass Effect is currently being test-marketed via online survey, touting an “animated graphic novel experience” that blends “nuance[d]” story telling with “gripping top-down shooter combat.”

Mass Effect: Jacob’s Story stars Jacob Taylor, “a biotic-powered super-soldier who stumbles across a plot to terrorize civilization’s greatest beacon of hope,” who must save the galaxy, naturally, but with an Apple brand touchscreen. All this galaxy saving can be yours for $2.99, apparently.

The official description of the game, as told via online survey is as follows.

The award-winning Mass Effect game universe has now arrived on your iPhone and iPod Touch! Tales of human courage and individual human achievement resound throughout the galaxy. Here is your opportunity to play the story of Jacob Taylor, a biotic-powered super-soldier who stumbles across a plot to terrorize civilization’s greatest beacon of hope. Can you prevent a heinous attack that threatens to knock humanity off the galactic stage?

  • Gripping story line that enables you, playing super-soldier Jacob Taylor, to prevent galactic chaos
  • Stylish art presentation delivers an animated graphic novel experience
  • A blend of nuance story telling with gripping top-down shooter combat
  • Experience the back story behind some of the main characters in the upcoming Mass Effect 2 (for Xbox 360 and PC)
  • 2 hour story-based experience with stunning graphics, animated presentation and top-down arcade-style combat

We’ve contacted Electronic Arts reps to see if they’d like to offer more details on the iPhone game, but have yet to hear back.





29
Apr

Nabi Studios Toribash for WiiWare looks amazingly violent, even if the combat is between a pair of plastic ragdolls made of elliptical shapes. It’s bright, beautiful and, as defined by its tagline, “violence perfected.”

The folks at Nabi Studios have begun showing off some recently development updates made to the WiiWare title, pointing out to us that “fight flows are a lot smoother,” as are the game’s “blood” smears. While we’re still a little confused about how we’ll play Toribash, we’ll play it regardless, because it remains one of the most interesting WiiWare titles on the radar.

Nabi reps also note that the game has added fight scene editing features and teases a soon to be announced release date, writing “Shouldn’t be long now before we finish dev. :) ” Note to devs: we love smiling emoticons!





29
Apr

Yesterday, members of the official Star Wars: The Old Republic asked developer BioWare to “rethink” its policy on filtering the words “gay” and “lesbian” from posts. The official moderator response was not exactly… elegant.

Star Wars: The Old Republic community manager Sean Dahlberg quieted talk of gay, lesbian, bisexual and transgender themes in the forthcoming MMO by writing “As I have stated before, these are terms that do not exist in Star Wars” and locking the discussion thread. That lead to further allegations of GLBT “discrimination,” with knowledgeable fans pointing out instances of same sex relationships in the extended Star Wars universe.

Gamers looking forward to the new massively multiplayer Star Wars game were largely civil in their requests for BioWare to reconsider its stance.

“I understand where it comes from, but my advise to Bioware is to rethink this,” posted user Elikal. “Blizzard got some really bad press when they tried to forbid the usage of these words, and it would be really disappointing if Bioware would follow such a conservative policy in their forum – and their game.”

Today, BioWare reps have decided to remove any filters that bar homosexual topics of discussion, reopening the thread and issuing a mea culpa. Star Wars: The Old Republic community manager Sean Dahlberg issued the following apology and explanation:

I would like to personally apologize to “Elikal” and anyone I may have offended. My intention was not to demean anyone but simply to help promote a community that could discuss topics in a mature fashion. When I first built the word filter list, I added a variety of terms to the word filter that have been used numerous times in derogatory messaging. There were some words added to the filter that should not have been – we corrected this today.

I apologize for the confusion that this has created but I would like to be clear that there was never any intent to limit discussion. That said, I have overstepped my boundaries in my original statement and I sincerely apologize for doing so.

Dahlberg went on to clarify that no Star Wars: The Old Republic forum members were banned for discussing matters of a gay or lesbian nature “with the exception of individuals who were being derogatory and insulting to others.”

GLBT discrimination in forums? [BioWare]
There Are No Gays In Star Wars [Kotaku]





29
Apr

To: Luke
From Crecente
Re: Pro Tip: Measure First!

I am an idiot. Absolute fact. I often say things without thinking them through, also true. When I found out I was going to Monte Carlo the first thing I said was that I was going to get a Monte Cristo in Monte Cristo… not Carlo. See, proof.

Worse still, after correcting myself, I insisted I would get a Monte Cristo in Monte Carlo. Thing is, they apparently don’t sell the ham and cheese french toast there. Believe me, I checked. So that particular achievement remains locked to me, likely for good.

What you missed:
Captivate 09: Day One
Oh, So Dead Rising 2 DOES Have Multiplayer
Fallujah Developer Surprised By Cancellation
The Witcher Canceled On Consoles?

Confused about commenting on Kotaku? Read our FAQ.





29
Apr

Namco Bandai has welcomed back the PSP as a platform, announcing today that it will be bringing Tekken 6 to Sony’s portable platform.

The PSP version of Tekken 6 looks pretty damn good, based on the handful of screen shots that IGN was able to acquire. Obviously, it’s a step down from its PlayStation 3 and Xbox 360 siblings, which ship to North America this Fall, but more than capable in the visuals department.

Namco Bandai says to expect ad hoc wireless multiplayer support, as well as an infrastructure mode that will allow for the upload and download of “ghost” character data. The publisher also touts “a deeper character customization feature will only enhance the incredible fighting intensity” for the PSP version.

Tekken 6 on PSP is Official [IGN - thanks, Crimson!]





29
Apr

Capcom came to Monte Carlo packing heat.

With a news-filled mini-press conference, and nine games to show off, along with some developers and producers on hand to do interviews, I came away from the event with enough fodder for more than two dozen stories. A little less than half of them went up today.

While the publisher paid for our trip, they didn’t pay for our coverage. Here’s what ran today:

First Full Dead Rising 2 Trailer
Marvel Vs. Capcom 2 Confirmed With HD, Online Support, Demo Coming
Marvel Vs. Capcom 2 In Play
What Ails The World’s Biggest Gaming Platform?
Dead Rising 2: 7,000 Zombies and Plenty of Chainsaws
Lost Planet 2 Demo Announced, PS3, PC Versions Possible
Lost Planet 2: Shadows of Shadow of the Colossus
Ace Attorney Investigations Hits North American DS This Winter
Resident Evil: The Darkside Chronicles Promises Next-Gen Graphics For Wii
Fate: Unlimited Codes Goes Digital Distribution Only For PSP
Dark Void: Dogfighting Without the Planes
Monster Hunter Freedom Unite PSP Bundle, Demo Announced
Spyborgs Moves Away From Cartoon and Toward Ratchet and Clank
Monumental Games Working on Next MotoGP





29
Apr

The newest issue of Nintendo Power gives Wii owners their first taste of Ubisoft’s sword-fighting sequel Red Steel 2. Looks like the game has taken a significant turn toward the Old West—at least in design.

Snippets of the June issue of Nintendo Power are now available online, giving Red Steel fans a peek at the next waggle-filled first-person slicer, but, sadly, no screen shots. Perhaps in the paper version of the Nintendo-focused mag. Nintendo Power seems jazzed about Red Steels 2, though, with the pub excitedly claiming that “wielding a sword in a Wii game feels as real as you’d always dreamed!”

I was unaware that that was a recurring dream of mine. But I trust Nintendo Power wouldn’t lie to me.

The Nintendo Power table of contents further confirms that Ubisoft will be supporting Wii MotionPlus for Red Steel 2, offering up some pleasant looking artwork.

Other highlights from the June issue include our first look at Don Flamenco in the Wii remake of Punch-Out!! as well as an official review. Watch for it!

Nintendo Power